Resident Evil 5 - Enforced Class Challenge

.-----------------------------------------------------------------------------.
| - Resident Evil 5 - |
| Enforced Class Challenge |
| by HarlotsLoki |
| Version 0.1 |
'-----------------------------------------------------------------------------'
Enforced Class Challenge
------------------------------------------------
While the RPG gaming world is familiar to the Enforced Class Challenge(ECC),
the resident evil series is not. As with all ECC, it's up to the player entirely
if they abide by the ECC rules and accept the difficulty or not. This guide is
directed toward those who need a little more challenge in their lives.
The more powerful weapons have been restricted to increase difficulty.
To begin this, you are expected to have completed the game on Professional Difficulty already.
------------------------------------------------
This challenge should be played on Professional mode, infinite ammo; off.
- Select a Class; This is your class until the game is completed.
- You begin the challenge with the current classes weapons un-upgraded, brand new.
- You may upgrade your weapons at each chapter completion;
Firepower/Reload Speed/Capacity/Special; each of these may be upgraded once per Chapter.
- You may not pick up or use any items that your Class can not use, if you did not start with grenades,
you may not use them mid game.
.-------------------------.
| - Classes - |
| Chris |
| |
.-------------------------.
------------- Special Ops -------------
Difficulty - Medium
Weapons - H&K MP5, Flash Grenades, Grenades
Ammo - Machine gun ammo (150 max)
Armor - Tactical Vest (melee/Bulletproof vest)
Healing - First Aid Spray (1 max)
--Description--
High rate of fire, backed with grenades. you will need to conserve ammo and
lead mass enemies into choke points, finishing them with grenades.
- May pick up Flash and Regular Grenades
- May pick up First aid sprays
- Must discard excess ammo into inventory upon chapter completion.
------------- Riot Police -------------
Difficulty - Hard
Weapons - M3 Shotgun, Grenade Launcher(loaded with flash Rounds)
Ammo - Shotgun ammo (30 max)
Armor - Riot Gear (melee/Bulletproof vest)
Healing - First Aid Spray (1 max)
--Description--
Crowd control is this classes forte, Flash rounds and physical attacks will be your best friend.
You may find boss fights overly challenging however.
- May pick up any Flash rounds.
- May pick up First aid sprays.
- Must discard excess ammo into inventory upon chapter completion.
------------- M.I.A -------------
Difficulty - Very Hard
Weapons - Sig P226
Ammo - Pistol ammo (50 max)
Armor - none
Healing - First Aid (1 max)
--Description--
Missing in action, you've expended your main weapon and only have your side arm remaining.
You must use your wits to survive and acquire new weapons.
- May not upgrade weapons
- May pick up one weapon per chapter, weapon must be discarded upon chapter completion
- Must discard excess ammo into inventory upon chapter completion.
- Is the only class which can use the rocket launcher/satellite targeting device.
------------- S.T.A.R.S -------------
Difficulty - Extreme
Weapons - Stun Rod, L.Hawk
Ammo - Magnum ammo (6 max)
Armor - none
Healing - none
--Description--
This is for the people who believe they are S.T.A.R.S material. Limited ammo, melee weapon and no healing or armor.
- May not using healing items
- Must discard excess ammo into inventory upon chapter completion.
.-------------------------.
| - Classes - |
| Sheva |
| |
.-------------------------.
------------- Scout -------------
Difficulty - Hard
Weapons - S75 Rifle, Flash Grenades
Ammo - Rifle ammo (30 max)
Armor - none
Healing - Herbs (Red/Green)
--Description--
The Scout class is an effective long ranged class, armed with flash grenades and a knife,
should the situation become too close for comfort.
This is a difficult class to master, as you will find your slow reloading time and single
shot aim difficult to use effectively while you are being rushed by a hoard or dealing with reapers.
- May Pick up flash grenades
- May pick up Herbs
- Must discard excess ammo into inventory upon chapter completion.
------------- Guerrilla Warfare -------------
Difficulty - Medium
Weapons - AK-74, Proximity mines, Incendiary Grenades
Ammo - Machine gun ammo (150 max)
Armor - none
Healing - Herbs (Red/Green)
--Description--
Highly effective at laying traps/ambushing with grenades and pot shots with it's
AK-74, ammo will be difficult to come across, try not to be too trigger happy.
- May Pick up Proximity mines/Incendiary grenades.
- May pick up Herbs
- Must discard excess ammo into inventory upon chapter completion.
------------- Tribal -------------
Difficulty - Easy
Weapons - Longbow
Ammo - None
Armor - None
Healing - Herbs (Red/Green)
--Description--
Once you have the aiming down, this is an easy class type to use, effective
against hoards and bosses alike.
- May pick up Herbs
------------- African Militia -------------
Difficulty - Extreme
Weapons - M92F Pistol
Ammo - none
Armor - None
Healing - none
--Description--
Lacking ammo and grenades of any type, make early crowd control with this class difficult,
head shots are key with this class.
- Must discard excess ammo upon chapter completion
--------------------------------------------------------------------
This challenge is designed to be played with another human player, if you decide to play offline with it,
You may encounter tedious boss battles as the AI is lacking in coordination and use of grenades/proximity mines.
This is the first version of this guide (0.1)
Any questions or requests for new classes/amending current classes email me at; devlin_9@hotmail.com
Alternatively, contact me via xbox live; HarlotsLoki

Submitted by DecimateTheWeak - Published on 04/10/09See all Resident Evil 5